﻿<configDescription name="MAME" sectionHeaderType="ThreeLineHash" valueFormatType="Delimited">
	<section name="CORE CONFIGURATION OPTIONS">
	<item name="readconfig" type="boolNum">Enables or disables the reading of the config files. When enabled (which is the default), MAME reads the following config files in order:
- mame.ini
- &lt;mymame&gt;.ini (i.e. if MAME was renamed mame060.exe, MAME parses mame060.ini here)
- debug.ini (if the debugger is enabled)
- vector.ini (for vector games only)
- &lt;driver&gt;.ini (based on the source filename of the driver)
- &lt;parent&gt;.ini (for clones only, may be called recursively)
- &lt;gamename&gt;.ini
The settings in the later ini's override those in the earlier ini's. So, for example, if you wanted to disable overlay effects in the vector games, you can create a vector.ini with the "effect none" line in it, and it will override whatever effect value you have in your mame.ini. The default is ON (-readconfig).
	</item>
</section>

<section name="CORE SEARCH PATH OPTIONS">
	<item name="rompath" type="pathMulti">Specifies a list of paths within which to find ROM or hard disk images.	Multiple paths can be specified by separating them with semicolons. The default is 'roms' (that is, a directory "roms" in the same directory as the MAME executable).</item>
	<item name="samplepath" type="pathMulti">Specifies a list of paths within which to find sample files. Multiple paths can be specified by separating them with semicolons. The default	is 'samples' (that is, a directory "samples" in the same directory as	the MAME executable).</item>
	<item name="artpath" type="pathMulti">Specifies a list of paths within which to find artwork files. Multiple paths can be specified by separating them with semicolons. The default	is 'artwork' (that is, a directory "artwork" in the same directory as	the MAME executable).</item>
	<item name="ctrlrpath" type="pathMulti">Specifies a list of paths within which to find controller-specific configuration files. Multiple paths can be specified by separating them with semicolons. The default is 'ctrlr' (that is, a directory	"ctrlr" in the same directory as the MAME executable).</item>
	<item name="inipath" type="pathMulti">Specifies a list of paths within which to find .INI files. Multiple	paths can be specified by separating them with semicolons. The default is '.;ini' (that is, search in the current directory first, and then	in the directory "ini" in the same directory as the MAME executable).</item>
	<item name="fontpath" type="pathMulti">Specifies a list of paths within which to find .BDF font files. Multiple	paths can be specified by separating them with semicolons. The default	is '.' (that is, search in the same directory as the MAME executable).</item>
	<item name="cheatpath" type="pathMulti">cheat</item>
	<item name="crosshairpath" type="pathMulti">Specifies a list of paths within which to find crosshair files. Multiple paths can be specified by separating them with semicolons. The default is 'crsshair' (that is, a directory "crsshair" in the same directory as the MAME executable).  If the Crosshair is set to default in the menu, MAME will look for gamename\cross#.png and then cross#.png in the specified crsshairpath, where # is the player number. Failing that, MAME will use built-in default crosshairs.</item>
</section>



<section name="CORE OUTPUT DIRECTORY OPTIONS">
	<item name="cfg_directory" type="pathSingle">Specifies a single directory where configuration files are stored. Configuration files store user configurable settings that are read at startup and written when MAME exits. The default is 'cfg' (that is, a directory "cfg" in the same directory as the MAME executable). if this directory does not exist, it will be automatically created.</item>
	<item name="nvram_directory" type="pathSingle">Specifies a single directory where NVRAM files are stored. NVRAM files store the contents of EEPROM and non-volatile RAM (NVRAM) for games which used this type of hardware. This data is read at startup and written when MAME exits. The default is 'nvram' (that is, a directory "nvram" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.</item>
	<item name="memcard_directory" type="pathSingle">Specifies a single directory where memory card files are stored. Memory card files store the contents of removable memory cards for games which used this type of hardware. This data is read and written under control of the user via the "Memory Card" menu in the user interface. The default is 'memcard' (that is, a directory "memcard" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.</item>
	<item name="input_directory" type="pathSingle">Specifies a single directory where input recording files are stored. Input recordings are created via the -record option and played back via the -playback option. The default is 'inp' (that is, a directory "inp" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.</item>
	<item name="state_directory" type="pathSingle">Specifies a single directory where save state files are stored. Save state files are read and written either upon user request, or when using the -autosave option. The default is 'sta' (that is, a directory "sta" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.</item>
	<item name="snapshot_directory" type="pathSingle">Specifies a single directory where screen snapshots are stored, when requested by the user. The default is 'snap' (that is, a directory "snap" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.</item>
	<item name="diff_directory" type="pathSingle">Specifies a single directory where hard drive differencing files are stored. Hard drive differencing files store any data that is written back to a hard disk image, in order to preserve the original image. The differencing files are created at startup when a game with a hard disk image. The default is 'diff' (that is, a directory "diff" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.</item>
	<item name="comment_directory" type="pathSingle">Specifies a single directory where debugger comment files are stored. Debugger comment files are written by the debugger when comments are added to the disassembly for a game. The default is 'comments' (that is, a directory "comments" in the same directory as the MAME executable). If this directory does not exist, it will be automatically created.</item>
</section>


<section name="CORE STATE/PLAYBACK OPTIONS">
	<item name="state" type="string">Immediately after starting the specified game, will cause the save	state in the specified &lt;slot&gt; to be loaded.</item>
	<item name="autosave" type="boolNum">When enabled, automatically creates a save state file when exiting MAME and automatically attempts to reload it when later starting MAME with the same game. This only works for games that have explicitly enabled save state support in their driver. The default is OFF (-noautosave).</item>
	<item name="playback" type="fileSingle" typeSetting="All files (*.*)|*.*">Specifies a file from which to play back a series of game inputs. This feature does not work reliably for all games, but can be used to watch a previously recorded game session from start to finish. In order to make things consistent, you should only record and playback with all configuration (.cfg), NVRAM (.nv), and memory card files deleted. The default is NULL (no playback).</item>
	<item name="record" type="fileSingle" typeSetting="All files (*.*)|*.*">Specifies a file to record all input from a game session. This can be used to record a game session for later playback. This feature does not work reliably for all games, but can be used to watch a previously recorded game session from start to finish. In order to make things consistent, you should only record and playback with all configuration (.cfg), NVRAM (.nv), and memory card files deleted. The default is NULL (no recording).</item>
	<item name="snapname" type="">Describes how MAME should name files for snapshots. &lt;name&gt; is a string that provides a template that is used to generate a filename. Three simple substitutions are provided: the / character represents the path separator on any target platform (even Windows); the string %g represents the driver name of the current game; and the string %i represents an incrementing index. If %i is omitted, then each snapshot taken will overwrite the previous one; otherwise, MAME will find the next empty value for %i and use that for a filename. The default is %g/%i, which creates a separate folder for each game, and names the snapshots under it starting with 0000 and increasing from there.</item>
	<item name="snapsize" type="string">Hard-codes the size for snapshots and movie recording. By default, MAME will create snapshots at the game's current resolution in raw pixels, and will create movies at the game's starting resolution in raw pixels. If you specify this option, then MAME will create both snapshots and movies at the size specified, and will bilinear filter the result. Note that this size does not automatically rotate if the game is vertically oriented. The default is 'auto'. (Specify as &lt;width&gt;x&lt;height&gt;)</item>
	<item name="snapview" type="">Specifies the view to use when rendering snapshots and movies. By	default, both use a special 'internal' view, which renders a separate	snapshot per screen or renders movies only of the first screen. By specifying this option, you can override this default behavior and select a single view that will apply to all snapshots and movies. Note that &lt;viewname&gt; does not need to be a perfect match; rather, it will select the first view whose name matches all the characters specified by &lt;viewname&gt;. For example, -snapview native will match the "Native (15:14)" view even though it is not a perfect match. &lt;viewname&gt; can also be 'auto', which selects the first view with all screens present. The default value is 'internal'.</item>
	<item name="mngwrite" type="fileSingle" typeSetting="MNG file (*.MNG)|*.MNG">Writes each video frame to the given &lt;filename&gt; in MNG format, producing an animation of the game session. Note that -mngwrite only writes video frames; it does not save any audio data. Use -wavwrite for that, and reassemble the audio/video using offline tools. The default is NULL (no recording).</item>
	<item name="aviwrite" type="fileSingle" typeSetting="AVI file (*.AVI)|*.MNG">Stream video and sound data to the given &lt;filename&gt; in AVI format, producing an animation of the game session complete with sound. The default is NULL (no recording).</item>	
	<item name="wavwrite" type="fileSingle" typeSetting="WAV file (*.WAV)|*.MNG">Writes the final mixer output to the given &lt;filename&gt; in WAV format, producing an audio recording of the game session. The default is	NULL (no recording).</item>
	<item name="burnin" type="boolNum">Tracks brightness of the screen during play and at the end of emulation generates a PNG that can be used to simulate burn-in effects on other games. The resulting PNG is created such that the least used-areas of the screen are fully white (since burned-in areas are darker, all other areas of the screen must be lightened a touch). The intention is that this PNG can be loaded via an artwork file with a low alpha (e.g, 0.1-0.2 seems to work well) and blended over the entire screen. The PNG files are saved in the snap directory under the gamename/burnin-&lt;screen.name&gt;.png. The default is OFF (-noburnin).</item>	
</section>

<section name="CORE INPUT AUTOMATIC ENABLE OPTIONS" sectionHelp="Each of these options controls autoenabling the mouse, joystick, or lightgun depending on the presence of a particular class of analog control for a particular game. For example, if you specify the option -paddle mouse, then any game that has a paddle control will automatically enable mouse controls just as if you had explicitly specified -mouse. Note that these controls override the values of -[no]mouse, -[no]joystick, etc.">
	<item name="paddle_device" type="multipleChoice" typeSetting="keyboard,mouse,joystick,lightgun,none"></item>
	<item name="adstick_device" type="multipleChoice" typeSetting="keyboard,mouse,joystick,lightgun,none"></item>
	<item name="pedal_device" type="multipleChoice" typeSetting="keyboard,mouse,joystick,lightgun,none"></item>
	<item name="dial_device" type="multipleChoice" typeSetting="keyboard,mouse,joystick,lightgun,none"></item>
	<item name="trackball_device" type="multipleChoice" typeSetting="keyboard,mouse,joystick,lightgun,none"></item>
	<item name="lightgun_device" type="multipleChoice" typeSetting="keyboard,mouse,joystick,lightgun,none"></item>
	<item name="positional_device" type="multipleChoice" typeSetting="keyboard,mouse,joystick,lightgun,none"></item>
	<item name="mouse_device" type="multipleChoice" typeSetting="keyboard,mouse,joystick,lightgun,none"></item>
</section>


<section name="DIRECT3D-SPECIFIC OPTIONS">
	<item name="d3dversion" type="multipleChoice" typeSetting="8,9">MAME supports both Direct3D 9 and Direct3D 8 for maximum compatibility. By default, it will automatically detect which one it can use and use that version exclusively. You can override MAME's selection with this option. It is primarily intended as a means for the MAME developers to test compatibility with older hardware; for the most part, there is no reason to alter this setting. The default is 9.</item>	
	<item name="filter" type="boolNum">Enable bilinear filtering on the game screen graphics. When disabled, point filtering is applied, which is crisper but leads to scaling artifacts. If you don't like the filtered look, you are probably better off increasing the -prescale value rather than turning off filtering altogether. The default is ON (-filter).</item>
</section>


<section name="CORE PERFORMANCE OPTIONS">
	<item name="autoframeskip" type="boolNum">Automatically determines the frameskip level while you're playing the game, adjusting it constantly in a frantic attempt to keep the game running at full speed. Turning this on overrides the value you have set for -frameskip below. The default is OFF (-noautoframeskip).</item>
	<item name="frameskip" type="number" typeSetting="0,11">Specifies the frameskip value. This is the number of frames out of every 12 to drop when running. For example, if you say -frameskip 2, then MAME will display 10 out of every 12 frames. By skipping those frames, you may be able to get full speed in a game that requires more horsepower than your computer has. The default value is -frameskip 0, which skips no frames.</item>
	<item name="seconds_to_run" type="number">This option can be used for benchmarking and automated testing. It tells MAME to stop execution after a fixed number of seconds. By combining this with a fixed set of other command line options, you can set up a consistent environment for benchmarking MAME performance. In addition,upon exit, the -str option will write a screenshot called final.png to the game's snapshot directory.</item>
	<item name="throttle" type="boolNum">Configures the default thottling setting. When throttling is on, MAME attempts to keep the game running at the game's intended speed. When throttling is off, MAME runs the game as fast as it can. Note that the fastest speed is more often than not limited by your graphics card, especially for older games. The default is ON (-throttle).</item>
	<item name="sleep" type="boolNum">Allows MAME to give time back to the system when running with -throttle. This allows other programs to have some CPU time, assuming that the game isn't taxing 100% of your CPU resources. This option can potentially cause hiccups in performance if other demanding programs are running. The default is ON (-sleep).</item>
	<item name="speed" type="decimal">Changes the way MAME throttles gameplay such that the game runs at some multiplier of the original speed. A &lt;factor&gt; of 1.0 means to run the game at its normal speed. A &lt;factor&gt; of 0.5 means run at half speed, and a &lt;factor&gt; of 2.0 means run at 2x speed. Note that changing this value affects sound playback as well, which will scale in pitch accordingly. The internal resolution of the fraction is two decimal places, so a value of 1.002 is the same as 1.0. The default is 1.0.</item>
	<item name="refreshspeed" type="boolNum">Allows MAME to dynamically adjust the gameplay speed such that it does not exceed the slowest refresh rate for any targeted monitors in your system. Thus, if you have a 60Hz monitor and run a game that is actually designed to run at 60.6Hz, MAME will dynamically change the speed down to 99% in order to prevent sound hiccups or other undesirable side effects of running at a slower refresh rate. The default is OFF (-norefreshspeed).</item>
</section>

<section name="CORE ROTATION OPTIONS">
	<item name="rotate" type="boolNum">Rotate the game to match its normal state (horizontal/vertical). This ensures that both vertically and horizontally oriented games show up correctly without the need to rotate your monitor. If you want to keep the game displaying 'raw' on the screen the way it would have in the arcade, turn this option OFF. The default is ON (-rotate).</item>	
	<item name="ror" type="boolNum">Rotate the game screen to the right (clockwise) or left (counter- clockwise) relative to either its normal state (if -rotate is specified) or its native state (if -norotate is specified). The default for both of these options is OFF (-noror -norol).</item>	
	<item name="rol" type="boolNum">Rotate the game screen to the right (clockwise) or left (counter- clockwise) relative to either its normal state (if -rotate is specified) or its native state (if -norotate is specified). The default for both of these options is OFF (-noror -norol).</item>
	<item name="autoror" type="boolNum">These options are designed for use with pivoting screens that only pivot in a single direction. If your screen only pivots clockwise, use -autorol to ensure that the game will fill the screen either horizontally or vertically in one of the directions you can handle. If your screen only pivots counter-clockwise, use -autoror.</item>
	<item name="autorol" type="boolNum">These options are designed for use with pivoting screens that only pivot in a single direction. If your screen only pivots clockwise, use -autorol to ensure that the game will fill the screen either horizontally or vertically in one of the directions you can handle. If your screen only pivots counter-clockwise, use -autoror.</item>
	<item name="flipx" type="boolNum">Flip (mirror) the game screen either horizontally (-flipx) or vertically (-flipy). The flips are applied after the -rotate and -ror/-rol options are applied. The default for both of these options is OFF (-noflipx -noflipy).</item>	
	<item name="flipy" type="boolNum">Flip (mirror) the game screen either horizontally (-flipx) or vertically (-flipy). The flips are applied after the -rotate and -ror/-rol options are applied. The default for both of these options is OFF (-noflipx -noflipy).</item>
</section>

<section name="CORE ARTWORK OPTIONS">
	<item name="artwork_crop" type="boolNum">Enable cropping of artwork to the game screen area only. This works best with -video gdi or -video d3d, and means that vertically oriented games running full screen can display their artwork to the left and right sides of the screen. This does not work with -video ddraw because of the way the game screens are rendered and scaled after the fact. This option can also be controlled via the Video Options menu in the user interface. The default is OFF (-noartwork_crop).</item>
	<item name="use_backdrops" type="boolNum">Enables/disables the display of backdrops. The default is ON (-use_backdrops).</item>
	<item name="use_overlays" type="boolNum">Enables/disables the display of overlays. The default is ON (-use_overlays).</item>
	<item name="use_bezels" type="boolNum">Enables/disables the display of bezels. The default is ON (-use_bezels).</item>
</section>


<section name="CORE SCREEN OPTIONS">
	<item name="brightness" type="decimal" typeSetting="0.1,2.0">Controls the default brightness, or black level, of the game screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the brightness for each game screen; this option controls the initial value for all visible game screens. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a darkened display, while selecting higher values (up to 2.0) will give a brighter display. The default is 1.0.</item>
	<item name="contrast" type="decimal" typeSetting="0.1,2.0">Controls the contrast, or white level, of the game screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the contrast for each game screen; this option controls the initial value for all visible game screens. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a dimmer display, while selecting higher values (up to 2.0) will give a more saturated display. The default is 1.0.</item>
	<item name="gamma" type="decimal" typeSetting="0.1,3.0">Controls the gamma, which produces a potentially nonlinear black to white ramp, for the game screens. This option does not affect the artwork or other parts of the display. Using the MAME UI, you can individually set the gamma for each game screen; this option controls the initial value for all visible game screens. The standard value is 1.0, which gives a linear ramp from black to white. Selecting lower values (down to 0.1) will increase the nonlinearity toward black, while selecting higher values (up to 3.0) will push the nonlinearity toward white. The default is 1.0.</item>
	<item name="pause_brightness" type="decimal" typeSetting="0.1,2.0">This controls the brightness level when MAME is paused. The default value is 0.65.</item>
</section>

<section name="CORE VECTOR OPTIONS">
	<item name="antialias" type="boolNum">Enables antialiased line rendering for vector games. The default is ON (-antialias).</item>
	<item name="beam" type="decimal">Sets the width of the vectors. This is a scaling factor against the standard vector width. A value of 1.0 will keep the default vector line width. Smaller values will reduce the width, and larger values will increase the width. The default is 1.0.</item>
	<item name="flicker" type="decimal">Simulates a vector "flicker" effect, similar to a vector monitor that needs adjustment. This option requires a float argument in the range of 0.00 - 100.00 (0=none, 100=maximum). The default is 0.</item>
</section>

<section name="CORE SOUND OPTIONS">
	<item name="sound" type="boolNum">Enable or disable sound altogether. The default is ON (-sound).</item>
	<item name="samplerate" type="number">Sets the audio sample rate. Smaller values (e.g. 11025) cause lower audio quality but faster emulation speed. Higher values (e.g. 48000) cause higher audio quality but slower emulation speed. The default is 48000.</item>
	<item name="samples" type="boolNum">Use samples if available. The default is ON (-samples).</item>
	<item name="volume" type="number">Sets the startup volume. It can later be changed with the user interface (see Keys section). The volume is an attenuation in dB: e.g., "-volume -12" will start with -12dB attenuation. The default is 0.</item>
</section>


<section name="CORE INPUT OPTIONS">
	<item name="coin_lockout" type="boolNum">Enables simulation of the "coin lockout" feature that is implmeneted on a number of game PCBs. It was up to the operator whether or not the coin lockout outputs were actually connected to the coin mechanisms. If this feature is enabled, then attempts to enter a coin while the lockout is active will fail and will display a popup message in the user interface. If this feature is disabled, the coin lockout signal will be ignored. The default is ON (-coin_lockout).</item>
	<item name="ctrlr" type="string">Enables support for special controllers. Configuration files are loaded from the ctrlrpath. They are in the same format as the .cfg files that are saved, but only control configuration data is read from the file. The default is empty (no controller file).</item>
	<item name="mouse" type="boolNum">Controls whether or not MAME makes use of mouse controllers. When this is enabled, you will likely be unable to use your mouse for other purposes until you exit or pause the game. The default is OFF</item>
	<item name="joystick" type="boolNum">Controls whether or not MAME makes use of joystick/gamepad controllers. When this is enabled, MAME will ask DirectInput about which controllers are connected. The default is OFF (-nojoystick).</item>
	<item name="lightgun" type="boolNum">Controls whether or not MAME makes use of lightgun controllers. Note that most lightguns map to the mouse, so using -lightgun and -mouse together may produce strange results. The default is OFF (-nolightgun).</item>
	<item name="multikeyboard" type="boolNum">Determines whether MAME differentiates between multiple keyboards. Some systems may report more than one keyboard; by default, the data from all of these keyboards is combined so that it looks like a single keyboard. Turning this option on will enable MAME to report keypresses on different keyboards independently. The default is OFF (-nomultikeyboard).</item>
	<item name="multimouse" type="boolNum">Determines whether MAME differentiates between multiple mice. Some systems may report more than one mouse device; by default, the data from all of these mice is combined so that it looks like a single mouse. Turning this option on will enable MAME to report mouse movement and button presses on different mice independently. The default is OFF (-nomultimouse).</item>
	<item name="steadykey" type="boolNum">Some games require two or more buttons to be pressed at exactly the same time to make special moves. Due to limitations in the keyboard hardware, it can be difficult or even impossible to accomplish that using the standard keyboard handling. This option selects a different handling that makes it easier to register simultaneous button presses, but has the disadvantage of making controls less responsive. The default is OFF (-nosteadykey)</item>
	<item name="offscreen_reload" type="boolNum">Controls whether or not MAME treats a second button input from a lightgun as a reload signal. In this case, MAME will report the gun's position as (0,MAX) with the trigger held, which is equivalent to an offscreen reload. This is only needed for games that required you to shoot offscreen to reload, and then only if your gun does not support off screen reloads. The default is OFF (-nooffscreen_reload).</item>
	<item name="joystick_map" type="string">Controls how joystick values map to digital joystick controls. MAME accepts all joystick input from the system as analog data. For true analog joysticks, this needs to be mapped down to the usual 4-way or 8-way digital joystick values. To do this, MAME divides the analog range into a 9x9 grid. It then takes the joystick axis position (for X and Y axes only), maps it to this grid, and then looks up a translation from a joystick map. This parameter allows you to specify the map. The default is 'auto', which means that a standard 8-way, 4-way, or 4-way diagonal map is selected automatically based on the input port configuration of the current game.
Maps are defined as a string of numbers and characters. Since the grid is 9x9, there are a total of 81 characters necessary to define a complete map. Below is an example map for an 8-way joystick:
		777888999    Note that the numeric digits correspond to the keys
		777888999    on a numeric keypad. So '7' maps to up+left, '4' maps
		777888999    to left, '5' maps to neutral, etc. In addition to the
		444555666    numeric values, you can specify the character 's',
		444555666    which means "sticky". In this case, the value of the
		444555666    map is the same as it was the last time a non-sticky
		111222333    value was read.
		111222333
		111222333
	To specify the map for this parameter, you can specify a string of rows separated by a '.' (which indicates the end of a row), like so:

	    777888999.777888999.777888999.444555666.444555666.444555666.
	    111222333.111222333.111222333

	However, this can be reduced using several shorthands supported by the &lt;map&gt; parameter. If information about a row is missing, then it is assumed that any missing data in columns 5-9 are left/right symmetric with data in columns 0-4; and any missing data in colums 0-4 is assumed to be copies of the previous data. The same logic applies to missing rows, except that up/down symmetry is assumed. By using these shorthands, the 81 character map can be simply specified by this 11 character string: 7778...4445
	Looking at the first row, 7778 is only 4 characters long. The 5th entry can't use symmetry, so it is assumed to be equal to the previous character '8'. The 6th character is left/right symmetric with the 4th character, giving an '8'. The 7th character is left/right symmetric with the 3rd character, giving a '9' (which is '7' with left/right flipped). Eventually this gives the full 777888999 string of the row. 	
	The second and third rows are missing, so they are assumed to be identical to the first row. The fourth row decodes similarly to the first row, producing 444555666. The fifth row is missing so it is assumed to be the same as the fourth.
	The remaining three rows are also missing, so they are assumed to be the up/down mirrors of the first three rows, giving three final rows of 111222333.</item>
	<item name="joystick_deadzone" type="string">If you play with an analog joystick, the center can drift a little. joystick_deadzone tells how far along an axis you must move before the axis starts to change. This option expects a float in the range of 0.0 to 1.0. Where 0 is the center of the joystick and 1 is the outer limit. The default is 0.3.</item>
	<item name="joystick_saturation" type="string">If you play with an analog joystick, the ends can drift a little, and may not match in the +/- directions. joystick_saturation tells how far along an axis movement change will be accepted before it reaches the maximum range. This option expects a float in the range of 0.0 to 1.0, where 0 is the center of the joystick and 1 is the outer limit. The default is 0.85.</item>
</section>

<section name="WINDOWS VIDEO OPTIONS">
	<item name="video" type="multipleChoice" typeSetting="gdi,ddraw,d3d,none">Specifies which video subsystem to use for drawing. By specifying 'gdi' here, you tell MAME to render video using standard Windows graphics drawing calls. This is the slowest but most compatible option. Specifying 'ddraw' instructs MAME to use DirectDraw for rendering. This causes MAME to render everything at a lower resolution and then upscale the results at the end. This produces high performance, especially on older or low-power video cards, but has a noticeably lower output quality. Specifying 'd3d' tells MAME to use Direct3D for rendering. This produces the highest quality output and enables all rendering options. It is recommended if you have a recent (2002+) video card. The final option 'none' displays no windows and does no drawing. This is primarily present for doing CPU benchmarks without the overhead of the video system. The default is d3d.</item>
	<item name="numscreens" type="number" typeSetting="1,4">Tells MAME how many output windows to create. For most games, a single output window is all you need, but some games originally used multiple screens. Each screen (up to 4) has its own independent settings for physical monitor, aspect ratio, resolution, and view, which can be set using the options below. The default is 1.</item>
	<item name="window" type="boolNum">Run MAME in either a window or full screen. The default is OFF (-nowindow).</item>
	<item name="maximize" type="boolNum">Controls initial window size in windowed mode. If it is set on, the window will initially be set to the maximum supported size when you start MAME. If it is turned off, the window will start out at the smallest supported size. This option only has an effect when the -window option is used. The default is ON (-maximize).</item>
	<item name="keepaspect" type="boolNum">Enables aspect ratio enforcement. When this option is on, the game's proper aspect ratio (generally 4:3 or 3:4) is enforced, so you get the game looking like it should. When running in a window with this option on, you can only resize the window to the proper aspect ratio, unless you are holding down the CONTROL key. By turning the option off, the aspect ratio is allowed to float. In full screen mode, this means that all games will stretch to the full screen size (even vertical games). In window mode, it means that you can freely resize the window without any constraints. The default is ON (-keepaspect).</item>
	<item name="prescale" type="number">Controls the size of the screen images when they are passed off to the graphics system for scaling. At the minimum setting of 1, the screen is rendered at its original resolution before being scaled. At higher settings, the screen is expanded by a factor of &lt;amount&gt; before being scaled. With -video ddraw or -video d3d, this produces a less blurry image at the expense of some speed. In -video ddraw mode, this also increases the effective resolution of non-screen elements such as artwork and fonts. The default is 1.</item>
	<item name="effect" type="string">Specifies a single PNG file that is used as an overlay over any game screens in the video display. This PNG file is assumed to live in the root of one of the artpath directories. The pattern in the PNG file is repeated both horizontally and vertically to cover the entire game screen areas (but not any external artwork), and is rendered at the target resolution of the game image. For -video gdi and -video d3d modes, this means that one pixel in the PNG will map to one pixel on your output display. For -video ddraw, this means that one pixel in the PNG will map to one pixel in the prescaled game screen. If you wish to use an effect that requires mapping n PNG pixels to each game screen pixel with -video ddraw, you need to specify a -prescale factor of n as well. The RGB values of each pixel in the PNG are multiplied against the RGB values of the target screen. The default is 'none', meaning no effect.</item>
	<item name="waitvsync" type="boolNum">Waits for the refresh period on your computer's monitor to finish before starting to draw video to your screen. If this option is off, MAME will just draw to the screen at any old time, even in the middle of a refresh cycle. This can cause "tearing" artifacts, where the top portion of the screen is out of sync with the bottom portion. Tearing is not noticeable on all games, and some people hate it more than others. However, if you turn this option on, you will waste more of your CPU cycles waiting for the proper time to draw, so you will see a performance hit. You should only need to turn this on in windowed mode. In full screen mode, it is only needed if -triplebuffer does not remove the tearing, in which case you should use -notriplebuffer -waitvsync. Note that this option does not work with -video gdi mode. The default is OFF (-nowaitvsync).</item>
	<item name="syncrefresh" type="boolNum">Enables speed throttling only to the refresh of your monitor. This means that the game's actual refresh rate is ignored; however, the sound code still attempts to keep up with the game's original refresh rate, so you may encounter sound problems. This option is intended mainly for those who have tweaked their video card's settings to provide carefully matched refresh rate options. Note that this option does not work with -video gdi mode.The default is OFF (-nosyncrefresh).</item>
</section>

<section name="CORE DEBUGGING OPTIONS">
	<item name="log" type="boolNum">Creates a file called error.log which contains all of the internal log messages generated by the MAME core and game drivers. The default is OFF (-nolog).</item>
	<item name="verbose" type="boolNum">Displays internal diagnostic information. This information is very useful for debugging problems with your configuration. IMPORTANT: when reporting bugs, please run with mame -verbose and include the resulting information. The default is OFF (-noverbose).</item>
	<item name="update_in_pause" type="boolNum">Enables updating of the main screen bitmap while the game is paused. This means that the VIDEO_UPDATE callback will be called repeatedly during pause, which can be useful for debugging. The default is OFF (-noupdate_in_pause).</item>
	<item name="debug" type="boolNum">Activates the integrated debugger. By default, the debugger is entered by pressing the tilde (~) key during emulation. It is also entered immediately at startup. The default is OFF (-nodebug).</item>
	<item name="debugscript" type="fileSingle">Specifies a file that contains a list of debugger commands to execute immediately upon startup. The default is NULL (no commands).</item>
</section>

<section name="CORE MISC OPTIONS">
	<item name="bios" type="string">Specifies the specific BIOS to use with the current game, for game systems that make use of a BIOS. The -listxml output will list all of the possible BIOS names for a game. The default is 'default'.</item>
	<item name="cheat" type="boolNum">Enables the reading of the cheat database, if present, and the Cheat menu in the user interface. The	default is OFF (-nocheat).</item>
	<item name="skip_gameinfo" type="boolNum">Forces MAME to skip displaying the game info screen. The default is OFF (-noskip_gameinfo).</item>
</section>


<section name="WINDOWS DEBUGGING OPTIONS">
	<item name="oslog" type="boolNum">Outputs the error.log data to the Windows debugger. This can be used at the same time as -log to output the log data to both targets as well. Default is OFF (-nooslog).</item>
	<item name="watchdog" type="number">Enables an internal watchdog timer that will automatically kill the MAME process if more than &lt;duration&gt; seconds passes without a frame update. Keep in mind that some games sit for a while during load time without updating the screen, so &lt;duration&gt; should be long enough to cover that. 10-30 seconds on a modern system should be plenty in general. By default there is no watchdog.</item>
	<item name="debugger_font" type="font">Specifies the name of the font to use for debugger windows. By default, the font is Lucida Console.</item>
	<item name="debugger_font_size" type="number">Specifies the size of the font to use for debugger windows, in points. By default, this is set to 9.</item>
</section>


<section name="WINDOWS PERFORMANCE OPTIONS">
	<item name="priority" type="number" typeSetting="-15,1">Sets the thread priority for the MAME threads. By default the priority is left alone to guarantee proper cooperation with other applications. The valid range is -15 to 1, with 1 being the highest priority. The default is 0 (NORMAL priority).</item>
	<item name="multithreading" type="boolNum">Enables multithreading within MAME. At the moment, this causes the window and all DirectDraw/Direct3D code to execute on a second thread, which can improve performance on hyperthreaded and multicore systems. The default is OFF (-nomultithreading).</item>
	<item name="numprocessors" type="string">Specify the number of processors to use for work queues. Specifying "auto" will use the value reported by the system or environment  variable OSDPROCESSORS. To avoid abuse, this value is internally limited to 4 times the number of processors reported by the system. The default is "auto".</item>
</section>

<section name="DIRECTDRAW-SPECIFIC OPTIONS">
	<item name="hwstretch" type="boolNum">When enabled, MAME uses the hardware stretching abilities of your video card to scale the game image and associated artwork to the target resolution. Depending on the quality of your graphic card and its drivers, this may be a fractional, antialiased scaling (nice) or an integer, blocky scaling (not so nice), in which case you might want to disable this option. In addition, if you have configured specific arcade-like video modes for MAME and don't want MAME to perform any non-integral scaling of the image, you should also disable this option. The default is ON (-hwstretch).</item>
</section>

<section name="FULL SCREEN OPTIONS">
	<item name="triplebuffer" type="boolNum">Enables or disables "triple buffering". Normally, MAME just draws directly to the screen, without any fancy buffering. But with this option enabled, MAME creates three buffers to draw to, and cycles between them in order. It attempts to keep things flowing such that one buffer is currently displayed, the second buffer is waiting to be displayed, and the third buffer is being drawn to. -triplebuffer will override -waitvsync, if the buffer is sucessfully created. This option does not work with -video gdi. The default is OFF (-notriplebuffer).</item>
	<item name="switchres" type="boolNum">Enables resolution switching. This option is required for the -resolution* options to switch resolutions in full screen mode. On modern video cards, there is little reason to switch resolutions unless you are trying to achieve the "exact" pixel resolutions of the original games, which requires significant tweaking. This option is also useful on LCD displays, since they run with a fixed resolution and switching resolutions on them is just silly. This option does not work with -video gdi. The default is OFF (-noswitchres).</item>
	<item name="full_screen_brightness" type="decimal" typeSetting="0.1,2.0">Controls the brightness, or black level, of the entire display. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a darkened display, while selecting higher values (up to 2.0) will give a brighter display. Note that not all video cards have hardware to support this option. This option does not work with -video gdi. The default is 1.0.</item>
	<item name="full_screen_contrast" type="decimal" typeSetting="0.1,2.0">Controls the contrast, or white level, of the entire display. The standard value is 1.0. Selecting lower values (down to 0.1) will produce a dimmer display, while selecting higher values (up to 2.0) will give a more saturated display. Note that not all video cards have hardware to support this option. This option does not work with -video gdi. The	default is 1.0.</item>
	<item name="full_screen_gamma" type="decimal" typeSetting="0.1,3.0">Controls the gamma, which produces a potentially nonlinear black to white ramp, for the entire display. The standard value is 1.0, which gives a linear ramp from black to white. Selecting lower values (down to 0.1) will increase the nonlinearity toward black, while selecting higher values (up to 3.0) will push the nonlinearity toward white. Note that not all video cards have hardware to support this option. This option does not work with -video gdi. The default is 1.0.</item>
</section>

<section name="WINDOWS SOUND OPTIONS">
	<item name="audio_latency" type="number" typeSetting="1,5">This controls the amount of latency built into the audio streaming. By default MAME tries to keep the DirectSound audio buffer between 1/5 and 2/5 full. On some systems, this is pushing it too close to the edge, and you get poor sound sometimes. The latency parameter controls the lower threshold. The default is 1 (meaning lower=1/5 and upper=2/5). Set it to 2 (-audio_latency 2) to keep the sound buffer between 2/5 and 3/5 full. If you crank it up to 4, you can definitely notice the lag.</item>
</section>

<section name="INPUT DEVICE OPTIONS">
	<item name="dual_lightgun" type="boolNum">Controls whether or not MAME attempts to track two lightguns connected at the same time. This option requires -lightgun. This option is a hack for supporting older dual lightgun setups. If you have multiple lightguns connected, you will probably just need to enable -mouse and configure each lightgun independently. The default is OFF (-nodual_lightgun).</item>
</section>


<section name="PER-WINDOW VIDEO OPTIONS">
	<item name="screen" type="string">Specifies which physical monitor on your system you wish to have each window use by default. In order to use multiple windows, you must have increased the value of the -numscreens option. The name of each display in your system can be determined by running MAME with the -verbose option. The display names are typically in the format of: \\.\DISPLAYn, where 'n' is a number from 1 to the number of connected monitors. The default value for these options is 'auto', which means that the first window is placed on the first display, the second window on the second display, etc.
	The -screen0, -screen1, -screen2, -screen3 parameters apply to the specific window. The -screen parameter applies to all windows. The window-specific options override values from the all window option.</item>
	<item name="aspect" type="string">Specifies the physical aspect ratio of the physical monitor for each window. In order to use multiple windows, you must have increased the value of the -numscreens option. The physical aspect ratio can be determined by measuring the width and height of the visible screen image and specifying them separated by a colon. The default value for these options is 'auto', which means that MAME assumes the aspect ratio is proportional to the number of pixels in the desktop video mode for each monitor. 	
	The -aspect0, -aspect1, -aspect2, -aspect3 parameters apply to the specific window. The -aspect parameter applies to all windows. The window-specific options override values from the all window option.
	In format &lt;width:height&gt;.</item>
	<item name="resolution" type="string">Specifies an exact resolution to run in. In full screen mode, MAME will try to use the specific resolution you request. The width and height are required; the refresh rate is optional. If omitted or set to 0, MAME will determine the mode auomatically. For example, -resolution 640x480 will force 640x480 resolution, but MAME is free to choose the refresh rate. Similarly, -resolution 0x0@60 will force a 60Hz refresh rate, but allows MAME to choose the resolution. The string "auto" is also supported, and is equivalent to 0x0@0. In window mode, this resolution is used as a maximum size for the window. This option requires the -switchres option as well in order to actually enable resolution switching with -video ddraw or -video d3d. The default value for these options is 'auto'.
	The -resolution0, -resolution1, -resolution2, -resolution3 parameters apply to the specific window. The -resolution parameter applies to all windows. The window-specific options override values from the all window option.
	In format &lt;widthxheight[@refresh]&gt;</item>
	<item name="view" type="string">Specifies the initial view setting for each window. The &lt;viewname&gt; does not need to be a perfect match; rather, it will select the first view whose name matches all the characters specified by &lt;viewname&gt;. For example, -view native will match the "Native (15:14)" view even though it is not a perfect match. The value 'auto' is also supported, and requests that MAME perform a default selection. The default value for these options is 'auto'.
	The -view0, -view1, -view2, -view3 parameters apply to the specific window. The -view parameter applies to all windows. The window-specific options override values from the all window option.</item>
	
		<item name="screen0" type="string">Specifies which physical monitor on your system you wish to have each window use by default. In order to use multiple windows, you must have increased the value of the -numscreens option. The name of each display in your system can be determined by running MAME with the -verbose option. The display names are typically in the format of: \\.\DISPLAYn, where 'n' is a number from 1 to the number of connected monitors. The default value for these options is 'auto', which means that the first window is placed on the first display, the second window on the second display, etc.
	The -screen0, -screen1, -screen2, -screen3 parameters apply to the specific window. The -screen parameter applies to all windows. The window-specific options override values from the all window option.</item>
	<item name="aspect0" type="string">Specifies the physical aspect ratio of the physical monitor for each window. In order to use multiple windows, you must have increased the value of the -numscreens option. The physical aspect ratio can be determined by measuring the width and height of the visible screen image and specifying them separated by a colon. The default value for these options is 'auto', which means that MAME assumes the aspect ratio is proportional to the number of pixels in the desktop video mode for each monitor. 	
	The -aspect0, -aspect1, -aspect2, -aspect3 parameters apply to the specific window. The -aspect parameter applies to all windows. The window-specific options override values from the all window option.
	In format &lt;width:height&gt;.</item>
	<item name="resolution0" type="string">Specifies an exact resolution to run in. In full screen mode, MAME will try to use the specific resolution you request. The width and height are required; the refresh rate is optional. If omitted or set to 0, MAME will determine the mode auomatically. For example, -resolution 640x480 will force 640x480 resolution, but MAME is free to choose the refresh rate. Similarly, -resolution 0x0@60 will force a 60Hz refresh rate, but allows MAME to choose the resolution. The string "auto" is also supported, and is equivalent to 0x0@0. In window mode, this resolution is used as a maximum size for the window. This option requires the -switchres option as well in order to actually enable resolution switching with -video ddraw or -video d3d. The default value for these options is 'auto'.
	The -resolution0, -resolution1, -resolution2, -resolution3 parameters apply to the specific window. The -resolution parameter applies to all windows. The window-specific options override values from the all window option.
	In format &lt;widthxheight[@refresh]&gt;</item>
	<item name="view0" type="string">Specifies the initial view setting for each window. The &lt;viewname&gt; does not need to be a perfect match; rather, it will select the first view whose name matches all the characters specified by &lt;viewname&gt;. For example, -view native will match the "Native (15:14)" view even though it is not a perfect match. The value 'auto' is also supported, and requests that MAME perform a default selection. The default value for these options is 'auto'.
	The -view0, -view1, -view2, -view3 parameters apply to the specific window. The -view parameter applies to all windows. The window-specific options override values from the all window option.</item>
	
		<item name="screen1" type="string">Specifies which physical monitor on your system you wish to have each window use by default. In order to use multiple windows, you must have increased the value of the -numscreens option. The name of each display in your system can be determined by running MAME with the -verbose option. The display names are typically in the format of: \\.\DISPLAYn, where 'n' is a number from 1 to the number of connected monitors. The default value for these options is 'auto', which means that the first window is placed on the first display, the second window on the second display, etc.
	The -screen0, -screen1, -screen2, -screen3 parameters apply to the specific window. The -screen parameter applies to all windows. The window-specific options override values from the all window option.</item>
	<item name="aspect1" type="string">Specifies the physical aspect ratio of the physical monitor for each window. In order to use multiple windows, you must have increased the value of the -numscreens option. The physical aspect ratio can be determined by measuring the width and height of the visible screen image and specifying them separated by a colon. The default value for these options is 'auto', which means that MAME assumes the aspect ratio is proportional to the number of pixels in the desktop video mode for each monitor. 	
	The -aspect0, -aspect1, -aspect2, -aspect3 parameters apply to the specific window. The -aspect parameter applies to all windows. The window-specific options override values from the all window option.
	In format &lt;width:height&gt;.</item>
	<item name="resolution1" type="string">Specifies an exact resolution to run in. In full screen mode, MAME will try to use the specific resolution you request. The width and height are required; the refresh rate is optional. If omitted or set to 0, MAME will determine the mode auomatically. For example, -resolution 640x480 will force 640x480 resolution, but MAME is free to choose the refresh rate. Similarly, -resolution 0x0@60 will force a 60Hz refresh rate, but allows MAME to choose the resolution. The string "auto" is also supported, and is equivalent to 0x0@0. In window mode, this resolution is used as a maximum size for the window. This option requires the -switchres option as well in order to actually enable resolution switching with -video ddraw or -video d3d. The default value for these options is 'auto'.
	The -resolution0, -resolution1, -resolution2, -resolution3 parameters apply to the specific window. The -resolution parameter applies to all windows. The window-specific options override values from the all window option.
	In format &lt;widthxheight[@refresh]&gt;</item>
	<item name="view1" type="string">Specifies the initial view setting for each window. The &lt;viewname&gt; does not need to be a perfect match; rather, it will select the first view whose name matches all the characters specified by &lt;viewname&gt;. For example, -view native will match the "Native (15:14)" view even though it is not a perfect match. The value 'auto' is also supported, and requests that MAME perform a default selection. The default value for these options is 'auto'.
	The -view0, -view1, -view2, -view3 parameters apply to the specific window. The -view parameter applies to all windows. The window-specific options override values from the all window option.</item>
	
		<item name="screen2" type="string">Specifies which physical monitor on your system you wish to have each window use by default. In order to use multiple windows, you must have increased the value of the -numscreens option. The name of each display in your system can be determined by running MAME with the -verbose option. The display names are typically in the format of: \\.\DISPLAYn, where 'n' is a number from 1 to the number of connected monitors. The default value for these options is 'auto', which means that the first window is placed on the first display, the second window on the second display, etc.
	The -screen0, -screen1, -screen2, -screen3 parameters apply to the specific window. The -screen parameter applies to all windows. The window-specific options override values from the all window option.</item>
	<item name="aspect2" type="string">Specifies the physical aspect ratio of the physical monitor for each window. In order to use multiple windows, you must have increased the value of the -numscreens option. The physical aspect ratio can be determined by measuring the width and height of the visible screen image and specifying them separated by a colon. The default value for these options is 'auto', which means that MAME assumes the aspect ratio is proportional to the number of pixels in the desktop video mode for each monitor. 	
	The -aspect0, -aspect1, -aspect2, -aspect3 parameters apply to the specific window. The -aspect parameter applies to all windows. The window-specific options override values from the all window option.
	In format &lt;width:height&gt;.</item>
	<item name="resolution2" type="string">Specifies an exact resolution to run in. In full screen mode, MAME will try to use the specific resolution you request. The width and height are required; the refresh rate is optional. If omitted or set to 0, MAME will determine the mode auomatically. For example, -resolution 640x480 will force 640x480 resolution, but MAME is free to choose the refresh rate. Similarly, -resolution 0x0@60 will force a 60Hz refresh rate, but allows MAME to choose the resolution. The string "auto" is also supported, and is equivalent to 0x0@0. In window mode, this resolution is used as a maximum size for the window. This option requires the -switchres option as well in order to actually enable resolution switching with -video ddraw or -video d3d. The default value for these options is 'auto'.
	The -resolution0, -resolution1, -resolution2, -resolution3 parameters apply to the specific window. The -resolution parameter applies to all windows. The window-specific options override values from the all window option.
	In format &lt;widthxheight[@refresh]&gt;</item>
	<item name="view2" type="string">Specifies the initial view setting for each window. The &lt;viewname&gt; does not need to be a perfect match; rather, it will select the first view whose name matches all the characters specified by &lt;viewname&gt;. For example, -view native will match the "Native (15:14)" view even though it is not a perfect match. The value 'auto' is also supported, and requests that MAME perform a default selection. The default value for these options is 'auto'.
	The -view0, -view1, -view2, -view3 parameters apply to the specific window. The -view parameter applies to all windows. The window-specific options override values from the all window option.</item>
	
		<item name="screen3" type="string">Specifies which physical monitor on your system you wish to have each window use by default. In order to use multiple windows, you must have increased the value of the -numscreens option. The name of each display in your system can be determined by running MAME with the -verbose option. The display names are typically in the format of: \\.\DISPLAYn, where 'n' is a number from 1 to the number of connected monitors. The default value for these options is 'auto', which means that the first window is placed on the first display, the second window on the second display, etc.
	The -screen0, -screen1, -screen2, -screen3 parameters apply to the specific window. The -screen parameter applies to all windows. The window-specific options override values from the all window option.</item>
	<item name="aspect3" type="string">Specifies the physical aspect ratio of the physical monitor for each window. In order to use multiple windows, you must have increased the value of the -numscreens option. The physical aspect ratio can be determined by measuring the width and height of the visible screen image and specifying them separated by a colon. The default value for these options is 'auto', which means that MAME assumes the aspect ratio is proportional to the number of pixels in the desktop video mode for each monitor. 	
	The -aspect0, -aspect1, -aspect2, -aspect3 parameters apply to the specific window. The -aspect parameter applies to all windows. The window-specific options override values from the all window option.
	In format &lt;width:height&gt;.</item>
	<item name="resolution3" type="string">Specifies an exact resolution to run in. In full screen mode, MAME will try to use the specific resolution you request. The width and height are required; the refresh rate is optional. If omitted or set to 0, MAME will determine the mode auomatically. For example, -resolution 640x480 will force 640x480 resolution, but MAME is free to choose the refresh rate. Similarly, -resolution 0x0@60 will force a 60Hz refresh rate, but allows MAME to choose the resolution. The string "auto" is also supported, and is equivalent to 0x0@0. In window mode, this resolution is used as a maximum size for the window. This option requires the -switchres option as well in order to actually enable resolution switching with -video ddraw or -video d3d. The default value for these options is 'auto'.
	The -resolution0, -resolution1, -resolution2, -resolution3 parameters apply to the specific window. The -resolution parameter applies to all windows. The window-specific options override values from the all window option.
	In format &lt;widthxheight[@refresh]&gt;</item>
	<item name="view3" type="string">Specifies the initial view setting for each window. The &lt;viewname&gt; does not need to be a perfect match; rather, it will select the first view whose name matches all the characters specified by &lt;viewname&gt;. For example, -view native will match the "Native (15:14)" view even though it is not a perfect match. The value 'auto' is also supported, and requests that MAME perform a default selection. The default value for these options is 'auto'.
	The -view0, -view1, -view2, -view3 parameters apply to the specific window. The -view parameter applies to all windows. The window-specific options override values from the all window option.</item>
</section>
</configDescription>
